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Status Report: Pathfinding, Dungeons, Monkey
Polygon Reduction: As the polygon reduction of Blender is very good we create a Wavefront importer / exporter in order to bring meshes from the game to Blender and back. This will allow us to use Blenders polygon reduction algorithm on our human models. This means that more NPCs can be disabled for example in the upcoming cities. Dungeon generation (still needs debugging):
[ 2016-06-12 20:56:27 CET ] [ Original post ]
Hey here is only a short status report on what we are doing. Artifical Intelligence:
- Navigation Mesh: The game now creates a navigation mesh. It is also dynamically updated when you place a block or remove material.
- Path finding: We also created an algorithm which finds a path on the navigation mesh
- Path beautifier: The paths we get out of our new path finding algorithm sometimes look a little bit "unreasonable". To make the paths more sensible we implemented an algorithm which smooths the path
- Included in AI: We already included the path finding algorithm in our AI system.
- Multithreaded Pathfinding: The complete algorithm works on a different thread as the main game. This means that the framerate is not affected by path finding.
- Expandable: The system is implemented in a way so that we can easy expand it.
- Behaviour Tree: We added new types of nodes to support more complex behaviour.
Polygon Reduction: As the polygon reduction of Blender is very good we create a Wavefront importer / exporter in order to bring meshes from the game to Blender and back. This will allow us to use Blenders polygon reduction algorithm on our human models. This means that more NPCs can be disabled for example in the upcoming cities. Dungeon generation (still needs debugging):
- Country border generation: This algorithm creates the borders of countries.
- City position generation: This algorithm searches suitable position for cites and then creates a road network on the map
- Dungeon Generator: We are currently working on a pattern dungeon generator. If this works the algorithm can created caverns, old ruins, mines or houses.
[ 2016-06-12 20:56:27 CET ] [ Original post ]
StaudSoft's Synthetic World Beta
StaudSoft
Developer
StaudSoft
Publisher
2015-02-09
Release
Game News Posts:
176
🎹🖱️Keyboard + Mouse
Mixed
(13 reviews)
The Game includes VR Support
Public Linux Depots:
- StaudSoft's Synthetic World Depot Linux [512.76 M]
This is a work in progress title! Do not buy this game if you do not want to fund us!
This game is an open world sandbox game. Everything in this world is already changeable. The blocks are very small compared to other games of this genre. Instead of 1 block per cubic meter we have 64 blocks per cubic meter.
What is currently missing (from what you might expect):
- Water simulation
- Multiplayer
- The AI is stupid and the monsters are placeholders
- Minecart or boat
- A C++ based game engine (we created our own engine)
- A lot of different block types (see wiki)
- Pregenerated landscape: You can start playing the game in seconds!
- Torches, lamps, camp fires (with dynamic shadows)
- Chests
- Doors
- Electric wires (LEDs, buttons, ...)
- Growing of plants and trees
- A bed
- Weapons (stick, sword, pistole)
- Grids
- Paintings
- Signs
- Different types of landscapes
- Caves
- Fire simulation
- Heat simulation
- Crafting via recipes
- Simple monsters
- Voxel renderer
- Deferred Rendering System
- Day and night cycle
- Sky rendering system (physically correct)
- Master of materials (some blocks have submaterials)
- And of course such things as loading and saving do work. You can also die in the game, there is an inventory. When you die you will drop your backpack.
We are a team of talented developers and artists. The main developer has 2 university degrees in computer science (a diploma and a master). The main artist has a master in biology. So we know what we are doing.
If you have the impression that in this description is something missing or if you feel the need to warn other people not to buy this game contact us. As long as you can deliver facts we will add your argument to this description.
What you shouldn't do:
- Do not insult the developers, the game, the players or others (Yes we all know that we are completely stupid, that we are garbage, that we are a shame for our university, that we should change our jobs, that this game is only a stupid clone, that this is scum, that we are lying about our degrees, that we clicked this game in an editor in two days together, that I am a college kid, that this game is crabby, should I continue?).
- Do not say that the price is not justified. You have no idea how much work we put in this project. Simply do not buy it!
- Do not give false information about this game (we see a difference in the graphics between this game and other blocky sandbox games, other couldn't recognise this difference).
- If you talk about how bad this game is and that it should be deleted, burned or something else you should have played the demo and then say exactly what should be change. We will try to improve it.
- Do not post something again in the forum when we deleted it.
We understand that a lot of people simply tried to make money with such games and then never continued the development. Originally we didn't marked it as Early Access to emphasize that you buy it as it and that you shouldn't buy this game if you are unsatisfied with the current development status. Unfortunately a lot of people saw in this cheating which wasn't our intention.
MINIMAL SETUP
- OS: Ubuntu 12.04 LTS
- Processor: 2 Ghz (Dual-Core)Memory: 2048 MB RAM
- Memory: 2048 MB RAM
- Graphics: OpenGL 1.4 Compatible Graphics Card
- Storage: 4096 MB available space
- OS: Ubuntu 14.04 LTS
- Processor: Intel Core i5-2430M 2.4 GhzMemory: 4096 MB RAM
- Memory: 4096 MB RAM
- Graphics: OpenGL 2.0 Compatible Graphics Card
- Storage: 8192 MB available space
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